Deck & Commander Strategies

Azlask, the Swelling Scourge
A colorless Eldrazi and Devoid spells deck focused on deploying powerful creatures that grow or have impactful effects, using life payment to manipulate lands but balancing tempo with aggressive board presence.

Omnath, Locus of All
A five-color ramp and value deck leveraging Omnath's ability to generate mana from multicolor cards, playing a variety of legendary creatures and using spells like Genesis Wave to flood the board.

Aesi, Tyrant of Gyre Strait
A landfall-focused deck that gains card advantage through additional land drops and drawing cards whenever lands enter the battlefield, aiming to overwhelm opponents with creatures and land-based synergies.

Geist of Saint Traft
A Voltron style deck that equips and enchants Geist or other creatures to create a large, evasive threat, supported by spells that provide card selection and removal to maintain pressure.
Gameplay Insights
- 1
Players frequently paid life to roll a D6 and put stun counters on basic lands, which slowed mana acceleration but was a necessary risk for ramping.
- 2
The Eldrazi deck used artifact/enchantment removal early to disrupt opponents' boards, specifically removing key ramp or utility pieces.
- 3
Omnath's player leveraged card draw and mana fixing from top-deck manipulation spells like Ponder and Sleight of Hand to smooth draws and prepare for big plays.
- 4
The Geist Voltron deck made use of bounce spells to reuse important cards and increase consistency.
- 5
Landfall triggers were carefully timed, with players removing stun counters on upkeep to gradually regain full use of their lands.
- 6
Early board development and interaction set the stage for midgame power plays, as players balanced between ramping, removal, and setting up their win conditions.
Notable Cards
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Genesis Wave
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Broken Bond
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Aesi, Tyrant of Gyre Strait
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Geist of Saint Traft
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Shimmer of Possibility
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Trade Routes
Gameplay Summary
The game began with all players establishing their boards and mana bases under an oathbreaker light variant, where each player had a signature spell to cast once with their commander on the field and a unique rule involving paying life to roll a die that placed stun counters on basic lands.
The Eldrazi-based deck piloted by John focused on deploying colorless creatures and leveraging devoid spells, while Sean's Omnath deck utilized powerful five-color legendary creatures and ramp spells like Genesis Wave.
Chris played an Aesi, Tyrant of Gyre Strait deck centered on land drops and drawing cards via landfall triggers, and James ran a Geist of Saint Traft Voltron deck aiming to build a large evasive threat through equipment and auras.
Early turns saw players cautiously ramping and building board presence, with John frequently paying life to roll the die, acquiring lands with stun counters that slowed mana development but didn't trigger landfall synergies.
Interaction included artifact/enchantment removal and bounce effects, with the Geist player focusing on card selection and incremental value from enchantments.






















![Commander VS S4E5: Rakdos vs Geist vs Bosh vs Wrexial [MtG: Multiplayer] thumbnail](https://i.ytimg.com/vi/u4s3IlCLlpk/sddefault.jpg)

























